Next up
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Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
The post-game prehistoric pack is done, it still needs to be unlocked without cheats, but I'll get to that. Also might tweak the theme color a bit.
Experimenting with bigger tank sizes, it will allow more fish, more decoration, and new leviathan class fish, such as this new species D0LPH1N_ALPHA_V3. Of course it will come with a heavy price.
And we have ground aquatic animals! In this case I modeled a cute trilobite (which is funny because atm it's the only real animal in the game lol). This could easily extend to crabs or slugs/snails. Their behavior isn't that complex though.
WIP of a space pack (unrelated to the cosmic fish)
Working on a new end game thing. Cosmic fish variants of all fish, only obtainable through breeding after 100%. Also added some animation/color to the gene menu.
This game has still been on my mind. Still suffering a catastrophic game dev burnout. But I had a concept for a prehistoric/dino level in my head. I made a test song for it as a musical challenge (may not be in the game). Mostly for fun.
merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.
Ranged and melee combat. Lots of parameters to tweak for different weapons. Eventually I might move it into a big data structure if I end up continuing this.










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